A simple stencil buffer masking shader for Unity
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Shader "Custom/StencilMask" { | |
Properties { | |
_StencilMask("Stencil mask", Int) = 0 | |
} | |
SubShader { | |
Tags { | |
"RenderType" = "Opaque" | |
"Queue" = "Geometry-100" | |
} | |
ColorMask 0 | |
ZWrite off | |
Stencil { | |
Ref[_StencilMask] | |
Comp always | |
Pass replace | |
} | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
struct appdata { | |
float4 vertex : POSITION; | |
}; | |
struct v2f { | |
float4 pos : SV_POSITION; | |
}; | |
v2f vert(appdata v) { | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
half4 frag(v2f i) : COLOR { | |
return half4(1, 1, 0, 1); | |
} | |
ENDCG | |
} | |
} | |
} |
Will this work for urp?
Good question @RandomVariable1470 - I wrote this a long time ago as an experiment. I haven’t maintained it since I’m afraid. If you find out , let us know!
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works great.. thx heaps